First time posting here!
Anyways, I am a huge fan of all the work Facepunch has/is doing on Rust, but something concerns me greatly. With the new weight limit that they are going to be imposing is logical, but is it too much? For your reference, please refer to https://trello.com/c/z3aDARLP/267-weight-limits. In my honest opinion with the current state of game, making the player have moving impairment from large inventories (possibly made worse by “bulky” items such as metal materials,) will add another annoyance that isn’t 100% necessary (currently). You have to build (currently) away from the highly populated areas to avoid being subject of raiding, and the travel time is already at a decent amount by just running. Adding a movement limitation is going to make for several trips back and forth to base. What happens if you find a metal piece that you have been searching for, or any rare item for that matter, but you are forced to dump 1/3 of your inventory to make room for that item (to travel at a decent rate)? The upcoming changes being made to the process of gaining the blueprints for items and the transport limitations are going to extend game-play undoubtedly, but how much of that time is going to be spent just holding shift+w?
However, on a more broader scope we may have some form of transportation that will eliminate the concern with this addition to the game. I just feel that imposing this without any other means of transportation is going to make gathering/advancing your overall progression not just difficult (which is welcomed), but an annoyance that doesn’t really need to be there without a alternative form of transportation. The upcoming blueprint changes (https://trello.com/c/0uKYbycD/169-modify-researching-to-extend-gameplay) are going to force the player to destroy the same item 4-5 times (20-30% per research), and advancing is going to be more of a challenge. Between being raided, which is an enjoyable experience and portion of the game, the new transportation limits, and finally, the research changes, will make progression near the probability of very unlikely. That is, of course, unless you actually play the game in a addictive nature. I know people hate when companies cater to the “casuals”, but making decisions such as above seem to me that the overall objective is now to force a certain portion of players out of the game.
What is your opinion on this matter? I’m curious to see your thoughts, or perhaps a plan you may have to counterattack this new imposed limitation.